Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: headdie on October 18, 2012, 08:23:24 am

Title: [Feature Request] Countermeasures Distracting Turrets
Post by: headdie on October 18, 2012, 08:23:24 am
as in the title, would it be possible for table options to be included to allow ships to use countermeasures to cause a percentage chance that turrets targeting them will miss for the duration of the CM and again options to set the turret's susceptibility to countermeasure.
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: Spoon on October 18, 2012, 10:50:26 am
Ow dayum, I could see all kinds of cool senarios for this.
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: z64555 on October 18, 2012, 05:13:09 pm
Ow dayum, I could see all kinds of cool senarios for this.

Such as a audaciously constructed non-powered targeting device for uber beamz?  :yes:
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: headdie on October 18, 2012, 05:24:01 pm
Ow dayum, I could see all kinds of cool senarios for this.

Such as a audaciously constructed non-powered targeting device for uber beamz?  :yes:

is that not a TAG?
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: z64555 on October 18, 2012, 05:43:53 pm
Ow dayum, I could see all kinds of cool senarios for this.

Such as a audaciously constructed non-powered targeting device for uber beamz?  :yes:

is that not a TAG?

It's a TAG, but without a rocket engine or any significant velocity. :P
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: Nuke on October 18, 2012, 11:30:38 pm
i toyed with this idea awhile back, in the form of a missile that would deploy a number of slow, but harmless bomblets (no scripting required). the idea was they would overwhelm the point defense of the target. it didnt work too well. they would all die too fast, or you would need so many the game would slow up. newer features like weapon hitpoints or an armor nerf would make them work a little better. only thing i can really think of code wise you would need a general feature to give weapons target priority so that point defences will prefer to target weapons with the highest priority value. that and to get the ai to use them.
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: jr2 on October 19, 2012, 01:40:08 am
Ha!, this could be used for escaping Star Wars tractor beam weapons, assuming they were implemented (if they haven't been already, I really don't know :nervous: )
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: z64555 on October 19, 2012, 04:52:11 am
Ha!, this could be used for escaping Star Wars tractor beam weapons, assuming they were implemented (if they haven't been already, I really don't know :nervous: )

There's push-pull weaponry already implemented... sorta. Basically it's a Flail-type weapon with negative mass.

[Edit] To clarify, we're capable of have non-newtonian weaponry that can push or pull whatever object the bolt/beam impacts away/towards the shooter, but the vector of the shooter is not changed. It kinda makes sense for cap-ship weaponry, where most of its targets are much lighter than the cap-ship.
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: jr2 on October 19, 2012, 06:03:59 am
Hmm, then countermeasures like this should work vs. capship turrets equipped with said weapon, yes?  :)
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: headdie on October 19, 2012, 06:06:03 am
It should give you a few moments respite per CM depending on effectiveness and duration
Title: Re: [Feature Request] Countermeasures Distracting Turrets
Post by: WMCoolmon on November 10, 2012, 04:37:36 pm
To some extent you should be able to do this with turret target priorities

http://www.hard-light.net/forums/index.php?topic=40504.msg826139#msg826139
http://www.hard-light.net/forums/index.php?topic=73344.0
http://www.hard-light.net/forums/index.php?topic=73816.0
http://www.hard-light.net/wiki/index.php/Objecttypes.tbl#.23Target_Priorities

Just launch a countermeasure that's contained within a target priority group that supercedes everything else. IIRC, I set it up so that any weapon can be used as a "countermeasure".